Everything posted by Draco18s
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Rendering weapon with custom mob.
Ah ha! Sweet, thanks. Hadn't delved into the code that vanilla has to render items yet other than "hey, didn't I dup a mob that could do it?" and looking at that mob's render code (with no luck).
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Rendering weapon with custom mob.
My question is: What is it that I am rendering? I don't want to go into techne and try and figure out how to build the boxes so that it looks like a sword. Which means there's got to be some kind of model for items around somewhere already.
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Rendering weapon with custom mob.
Admittedly I want to render a sword on a TileEntity...
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Making a Mob Spawn Item
You can still open up the vanilla classes and see how they do things and copy their code.
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issue with detecting blocks
par12 == 1 || par12 ==2 || par12 == 3... This is a fundamental basic understanding of programming. The fact that you had to ask this question means you're not actually ready to mod Minecraft.
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Discharge Item
My guess is that you're ADDING damage to the item when you actually need to SUBTRACT damage.
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issue with detecting blocks
Just so you know: par12 == (1|2|3|4|12|13) That won't do what you think it does. 1|2|3|4|12|13 == 16.
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HELP CREATING MOD
not really updated So someone needs to bug Overmind to update it. I did.
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Mod working when using minecraft in eclipse but not working on normal minecraft!
What version of Forge did you code in? What version of Forge and Minecraft are you trying to add the mod to?
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Opening a GUI on right-clicking a mob that is player-persistant
There are four ints. @Mod, int, World, x, y, z The second param is the ID of the gui being opened. player.openGui(DragonEconomyBase.instance, YourModBase.MOB_INTERACT_GUI_ID, world, 0, 0, 0); Then you need a gui handler and probably a packet handler too.
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Github trouble
I don't use the console only because I find it easier to use graphical interfaces. Oddly, I find programming those interfaces to be a bitch.
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Github trouble
That's GitGUI, not Eclipse.
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issue with detecting blocks
You are trying to replace the blocks in your block's constructor. There are two problems with this: 1) The constructor happens before the game has reached the main menu 2) You are trying to access methods of a null object. That is, your world variable is declared but not defined. For obvious reasons. Not to mention that i, j, and k are also null! You should be doing this code either onEntityCollidedWithBlock or onBlockActivated or similar. Where the world is passed to your block class.
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Mod won't zip & mcmod.info problems
Not that anyone here steals source code either. Borrow it to see how someone did something that they might be trying to figure out how to do (I recently looked up the source code to a backpack mod so that I didn't have to write the GUI code myself because I hate it, but I added functionality to it that was specific to my mod) but they aren't going to outright steal your mod.
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Github trouble
I can't find it. Not in eclipse neither in github....
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Item Damage
ItemStack items = new ItemStack(MyMod.myItem); ... items.getItemDamage() Use the autocomplete functionality available within Eclipse to scroll through a list of properties and methods.
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[SOLVED] [1.5.2]Loading the same textures vanilla loads?
Two things about the quoted post: 1) This would create a duplicate icon in the combined texture sheet (thus not a good idea) 2) Vanilla blocks and items do not have a registerIcon function (as its handled by the block class and not overriden and uses block.getUnlocalizedName() so it doesn't follow the mod format).
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Github trouble
Find the checkbox called "force." It'll effectively ruin any past revisions you have, but it will do a commit regardless. (You don't have any revision history, so it won't hurt you in any way).
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Mod won't zip & mcmod.info problems
You're going to have a hell of a time releasing it then.
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Couple of redstone questions
Nah, I'm perfectly happy with what I have and apparently everyone else is too. On neighbor changed, check the block below for isSupplyingStrongPower (or isSupplyingWeakPower). Oh, that's just a config option for how far the signal can travel vertically. Minimum is 1 (signal travels 16 blocks) default is 3 (signal travels 5 blocks). Just because I felt like the signal shouldn't be as efficient, but left it modifiable by the user.
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Questions about rights
Forge ModLoader is simply a set of conversion classes to allow ModLoader mods to work on Forge (it litterally remaps the functioncalls)
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Getting block coordiates when activated?
public boolean onBlockActivated(World par1World, int x, int y, int z, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { System.out.println("My block is at " + x + "," + y + "," + z); return false; } Every single function that passes a World or IBlockAccess will follow that up with three integer params (Entities use doubles). These three params are ALWAYS the x,y,z location of the block (or entity) that that function is being called for.
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MultiTextured Block
public function getIcon(side, metadata) side 1 is the top.
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ISimpleBlockRenderingHandler - Doesn't render is block's render pass is 1?
Maybe has something to do with shouldSideBeRendered()? Just an idea... Nope, as it turned out, it was because I was returning false.
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Chunk forgets about the player if they stop moving
No. Just Forge, Mystcraft, and originally my own mod My mod only adds blocks and environmental effects similar to Mystcraft's Scorching--which relies on the chunk update and chunk.hasEntitites--it was actually my mod that allowed me to notice the behavior, as I was waiting for a long-term effect to complete and I was watching the counter go up and then stop and I was trying to figure out why. Then I noticed that Mystcraft's potion effects had the same thing happen (I'd noticed it before, but it was so transitory as I was constantly moving, that I attributed it to the RNG). So then I started making sure there was no random behavior at all, that all (living)entities in all chunks were being processed and it would still "time out."
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